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Game design is a process of informed iteration, not a fi...
How to write a design log
Start with a concept: At the very bottom of the des ...
Build the prototype: Design logs exist as a supplem ...
... stuff is at the top and the old stuff is

Lost Garden: Game Design Logs
http://www.lostgarden.com/2011/05/game-design-logs.html

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Game design is a process of informed iteration, not a fixed engineering plan that you implement.  The form of your design documentation should flow from this philosophy.


How to write a design log

  1. Start with a concept:  At the very bottom of the design log is the initial concept.   This is the rough idea started the design in the first place.  These are 2 to 10 pages long and contain just enough text, images and inspiration to start development.  I usually focus mine on the core interaction loop that we want to first prototype. 
  2. Build the prototype:  Design logs exist as a supplement to a working version of the game.  Make something you can play as soon as humanly possible.  Kill graphics, features, plot or anything that gets in the way of making a game you can react to on a tactile and experiential level. 
  3. Add a Daily Entry: After substantial fiddling with your prototype, add a daily entry above the concept to your design log.  This contains daily play notes, prioritized next steps and ideas.  The goal of the daily entry is to move the project forward. You are constantly trying to answer the question "How do we improve the current game?" 
  4. Repeat: Every day or two, you add a new daily entry and the old ones eventually roll off the bottom of the screen.  Much like a blog, the fresh stuff is at the top and the old stuff is at the bottom. 

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Game design is a process of informed iteration, not a fixed engineering plan that you implement. &nbsp;The form of your design documentation should flow from this philosophy.<br> <br> <div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/-VJ6DTLQ-BFU/Tb-WeSkE_DI/AAAAAAAAAag/4EFC_PNzd48/s1600/Capture.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img src="http://4.bp.blogspot.com/-VJ6DTLQ-BFU/Tb-WeSkE_DI/AAAAAAAAAag/4EFC_PNzd48/s1600/Capture.PNG" border="0"></a></div><br> <h3>How to write a design log</h3><ol><li><b>Start with a concept</b>: &nbsp;At the very bottom of the design log is the initial concept. &nbsp; This is the rough idea started the design in the first place. &nbsp;These are 2 to 10 pages long and contain just enough text, images and inspiration to start development. &nbsp;I usually focus mine on the core interaction loop that we want to first prototype.&nbsp;</li> <li><b>Build the prototype</b>: &nbsp;Design logs exist as a supplement to a working version of the game. &nbsp;Make something you can play as soon as humanly possible. &nbsp;Kill graphics, features, plot or anything that gets in the way of making a game you can react to on a tactile and experiential level.&nbsp;</li> <li><b>Add a Daily Entry</b>: After&nbsp;substantial&nbsp;fiddling with your prototype, add a daily entry above the concept to your design log. &nbsp;This contains daily play notes,&nbsp;prioritized&nbsp;next steps and ideas. &nbsp;The goal of the daily entry is to move the project forward. You are constantly trying to answer the question "How do we improve the current game?"&nbsp;</li> <li><b>Repeat</b>: Every day or two, you add a new daily entry and the old ones eventually roll off the bottom of the screen. &nbsp;Much like a blog, the fresh stuff is at the top and the old stuff is at the bottom.&nbsp;</li></ol>